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"Nice work indeed, it seems we've finally managed to get a break" Eoran cheerfully interjects. "With any luck, we could be closing in on wherever it is our friend here wants to go."
As he walks along with the group and regularly jotting down a few notes, Eoran keeps an eye on the road.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

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Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
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I only put Moonchaser's icon on the map, since Sammi is currently mounted.
Initiative (Sammi): 1d20 + 5 ⇒ (5) + 5 = 10
Initiative (Moonchaser): 1d20 + 1 ⇒ (9) + 1 = 10
Edit: That was convenient.

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oh rite forgot about Ironwing. She is currently in a tree.
Ironwing initiative: 1d20 + 4 ⇒ (3) + 4 = 7
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so is ir safe to assume that the other 2 'B1' dots on the map are for the highter subteir :-)
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I'm assuming we're off to the battle then
Eoran moves closer and gives the nearest bandit a scalding glare.
Move and use evil eye (-2 ac for 7 rounds, will dc 14 to reduce to one round) on the nearest bandit

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"Charge, Moonchaser! Let's teach these bandits the error of their way."
Sammi spurs the ghostly mount forward, green flames trailing from the wolf's eyes as he bounds forward. The halfling lowers his lance, aiming for the closest of the brigands.
Lance, Charge: 1d20 + 4 ⇒ (8) + 4 = 12

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"Ironwing Attack!! Elfire shouts as he draws his Longbow and fires at one of the bandits. Specifically the closest one to Elfire in the Eastern group.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage, Cold Iron: 1d6 ⇒ 1

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"SCREEEEEEEE......SCREEEEEE"
Ironwing takes flight, eyes the foes for a moment before swooping down next to Moonchaser and attacking the closest Bandit.
Bite: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Init.: 1d20 ⇒ 10
Gaylin moves into range and attacks the closest bandit.
Dam. Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
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Isn't Magic missle an auto hit unless they have Sheild?
Gaylin fires another magic middle at the the same bandit
Dam. Magic Missle: 1d4 + 1 ⇒ (4) + 1 = 5

Helikon |

The Magic missle does of course hit.
Iantha runs forward and hurts the already spiked bandit
Now the bandits counter.
Bandit one moves around ironwing and attacks the birdAttack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 251d6 + 1d6 + 2 ⇒ (6) + (4) + 2 = 12 Killing it
Bandit two feels the sting of the magic missle and ianthas pain but stands still and attacks IanthaAttack: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 2 ⇒ (5) + 2 = 7
Bandit three charges Iantha Charge: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 2 ⇒ (2) + 2 = 4 and
Bandit four moves forward to attack Iantha Attack: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 1d6 + 2 ⇒ (5) + (1) + 2 = 8
Bandit five and six move closer to their comrades
Round one recap: Ironwing down, Iantha at 0 HP.
Pathfinders(not Gaylin)
Another Magic missle slams into the bandit and he drops

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wow...why would you do that...and Ironwong isnt dead yet....she still has 4 more rounds before she bleeds out (-5 HP)
"IRONWING!!!!!!" Elfire screams as he reaches out his hand. As he does so Ironwings form becomes bulkier appearing to be thicker and hardier.
Swift action to change Ironwing's animal aspect to Bear providing a +2 enhancement bonus to her constitution. Bringing her to -3 HP and a Con score of 11. So now she has 8 rounds to live.
"YOU WILL PAY FOR THAT!!!!" Elfire continues with a mew rage in his eyes.
He draws back his bow and looses another arrow at the closest bandit that is not in melee then moves 10ft closer to the group.
Attack, Longbow: 1d20 + 5 ⇒ (7) + 5 = 12
Damage, Cold Iron: 1d6 ⇒ 1
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This is probably a stupid way to do things, but what the hell.
"Iantha!" Eoran yells out and runs over to his friend. Once there he gathers his healing powers and channel them into the lifeless monk.
I move and cast clw on Iantha
Clw: 1d8 + 2 ⇒ (7) + 2 = 9

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I think Iantha is merely staggered (0 HP), so still standing (but healing is good).
A lance is a reach weapon, so I'll take my AoO on the charging bandit.
Sammi thrusts at the charging bandit with the tip of his lance.
Lance: 1d20 + 2 ⇒ (3) + 2 = 5
P: 1d6 + 1 ⇒ (3) + 1 = 4
As the bandits beat upon Iantha, the halfling presses the opening presented by the bandit's charge. He drops his lance and draws out his sling staff. His eyes suddenly blaze with green hellfire.
"What are you ruffians up to in these woods? You will pay for your villainy!"
Frightful Gaze: all enemies in 30 ft make a Will save vs. DC 12 or be paralyzed for 1 round.

Moonchaser the Ghost Wolf |

Moonchaser rears and pounces upon the bandit who charged, his own eyes glowing with hellish green light.
Targeting the one with the charge penalty to AC and possibly paralyzed.
Bite: 1d20 + 4 ⇒ (9) + 4 = 13
B/P/S: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 - 1 ⇒ (17) - 1 = 16
P/S: 1d6 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 - 1 ⇒ (16) - 1 = 15
P/S: 1d6 + 1 ⇒ (3) + 1 = 4
I have not been rolling the ride checks for guide with knees or attack with combat trained mount because Sammi cannot fail DC10 or less.

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Iantha struggles, her vision starting to swim as the last of the attacks hit home, leaving her conscious - but only barely. She barely hears Eoran call her name, and doesn't quite register what's happened until his healing takes effect, when she flashes him a brief smile as thanks, and turns her full attention to the last bandit to have hit her.
Flurry 1: 1d20 + 3 ⇒ (5) + 3 = 8
Flurry 2: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 1 ⇒ (6) + 1 = 7

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I can't tell which is which, but he only gets flanking/sneak attack if the one he's flanking with isn't one of the paralyzed ones.

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Seeing the bandit come up to flank, Eoran throws a wicked hex at the bandit, leaving him open to attack.
Evil eye (-2 ac for 7 rounds, will dc 14 to reduce to one round) on the nearest bandit

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Bandit one attacks Ianthe [Dice=Attack]1d20+4;1d6+1
and anther moves in to flank with his comrade to attack the halfling.
[Dice=attack]d20+4+2; 1d6+1d6+1
OK. How does the above translate to both attacked Sammi and now you're bleeding out?

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Elfire moves to the east and fires an arrow at one of the paralysed Bandits The one on its own.
Longbow, PBS: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
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By the way, did Moonchaser score a hit with any of his attacks?
Sammi draws his slingstaff and swings at the head of one of the paralyzed bandits.
Slingstaff, melee vs. FF: 1d20 + 2 ⇒ (14) + 2 = 16
B: 1d4 + 2 ⇒ (2) + 2 = 4

Moonchaser the Ghost Wolf |

Moonchaser shifts out of the flanking and attacks the nearest (paralyzed if still conscious) bandit.
Bite: 1d20 + 4 ⇒ (13) + 4 = 17
B/P/S: 1d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 - 1 ⇒ (2) - 1 = 1
P/S: 1d6 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 - 1 ⇒ (7) - 1 = 6
P/S: 1d6 + 1 ⇒ (1) + 1 = 2

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Seeing the bandit come up to flank, Eoran throws a wicked hex at the bandit, leaving him open to attack.
Evil eye (-2 ac for 7 rounds, will dc 14 to reduce to one round) on the nearest bandit

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Iantha aims another two jabs at the remaining bandit she can reach.
flurry 1: 1d20 + 3 ⇒ (17) + 3 = 20
flurry 2: 1d20 + 3 ⇒ (17) + 3 = 20
dmg 1: 1d6 + 1 ⇒ (6) + 1 = 7
dmg 1: 1d6 + 1 ⇒ (5) + 1 = 6

Helikon |

AS Iantha kills the next bandit, the morale of the others break and they run away. The many trees give them cover and while you could follow them Kalakamedes has continued in his path.
Remembering your duty you follow him after looting the bandits quickly.
They have some masterwork weapons, but nothing of real interest.
Not very much further, you reach a valley, and you are sure, you are close to your goal.
The light o f the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark
rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes
over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon's light again
illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building.
As you enter the building Palm-sized shards of jagged steel jut from halfway up the walls of this large cavern, bathing the cavern with a dark green
light. A set of natural rock columns support the chamber's ceiling, which rises to a height of twenty feet. A small tunnel leads to the northeast,
and several rounded alcoves branch off from the main cavern. Kalkamedes leads you towards the tunnel and you reach.
A ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers
ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of
the entrance.
"Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth."
This leads to another room:
Steep stairs descend into this room, whose only other entrance is sealed by a massive set of iron double doors that
block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed
man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the
door. Ancient script winds around the statue's round base, and dried leaves, dirt, and small animal bones are scattered
about the room.

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Before we move on....can anyone heal Ironwing

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At the first sight of worked stone, Eoran pulls out a worn notebook from the depths of his robes and eagerly starts jotting down notes. Finding constant annoyance in being pulled along by Kalkamedes' rope, He unties himself to move more freely about the cave. After a particular interesting sighting, he gleefully runs up to Ianta, notes in hand, and waving frantically at some obscure detail. "Remember the discussion we had with that girl back in that azlanti cave? You see my point now, right? How can one not let oneself be fascinated by the Thassilonians?"
As they reach the archway, Eoran gleefully points and nearly jumps with joy. "I knew it. See the way the.." He gets lost berating the poor girl with some obscure detail of Thassilonian architecture and only when he seems satisfied does he dive back into his book, searching for some unknown reference. He also looks over the script at the base of the statue.
What does Eoran know about the Black Edifice, the Thrallkeepers or the Runelord Sloth (I'm assuming some familiarity with the Runelords because of his backstory)
Knwl. History(Black Edifice): 1d20 + 8 ⇒ (17) + 8 = 25
Knwl. History(Thrallkeepers): 1d20 + 8 ⇒ (14) + 8 = 22
Knwl. History(Runelord Sloth): 1d20 + 8 ⇒ (7) + 8 = 15

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"You understand that old alphabet?" Sammi asks with clear respect in his tone.
"Oh. Look. A door," he says they enter the next chamber. "With a golden wand pointing at it. This does not look at all ominous."
If anyone has spare charges on a CLW wand, I'd be happy to be healed. If not, no worries. 1st level is 1st level.
EDIT: I have a thought...
Sammi approaches the sword hanging at Eoran's belt. "Sir Gamin, do you possess the ability to heal wounds?"

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Ok so noone wants to waste a cure spell on my AC
Stabalise, DC 14, Guidance from Elfire: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Stabalise, DC 15, Guidance from Elfire: 1d20 + 2 - 5 ⇒ (13) + 2 - 5 = 10
Stabalise, DC 16, Guidance from Elfire: 1d20 + 2 - 6 ⇒ (20) + 2 - 6 = 16
whew, passed one. OK Ironwing is on -6 HP but is stable. Unles Gaylin offers to heal her then, Elfire will spend a few minutes whilst Kalamedes meanders away to build a makeshift hunter's blind where he will hide Ironwing for the night. I will go back the next day to help her recover.
survival + guidance: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

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Elfire wanders through the corridor in awe of the great construction, his thoughts drifting back to Ironwing and hoping that she will recover.
Shaking of his feeling of loss, Elfire approaches the statue holding the wand. "Wonder what this says". He closes his eyes momentarily...and they open with a slight blue glow as he attempts to read the script at its base. Cast read magic

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Assuming a Potion of CLW
Potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
but based on that, she is still only at -3 HP so my actions remain the same....thanks for the suggestion. So can Elfire read the inscription?